Jump to content

Ksp Tac life support base/Emergency


Katieop3

Recommended Posts

Generally, you'll be fine until rescue or instantly doomed, but there's still some middle ground.  A random failures mod might be useful, but you can also just play like a Space Cowboy and deal with the problems as they arise naturally.  You definitely need to have multiple simultaneous missions ongoing, with lots of margin so that they can go off-script and perform some heroics when necessary. 

TAC + KCT + KAC + KAS/KIS  are all quite helpful.

Avoid Mechjeb, KER and design tools; just add more margin and figure it out later.  You'll need that overengineering of the base vehicle in order to pull off Scotty(tm) brand heroics beyond the intended mission parameters.

 

Like the time a food transport to Minmus got mistakenly filled with tourists and partway there realized that while there was decades worth of food, there was only about 25 kerbal-days of water and oxygen intended for the pilot alone, and they were almost gone now.  A high energy transfer using the return fuel, and Bill KAS-assembling a rescue ship from local scrapyard parts resulted in a 1km/s flyby and a fresh can of air bolted on with 9 minutes to spare.

Or the time Bill and Bob caused a RUD by letting a prototype miner jiggle itself down the side of a hill at 2m/s, then failed to quite make Minmus orbit on the partially mined ore.  So Val had to cut short her training mission on the far side, and do a retrograde intercept and boost, then provide umbilical life support until Jeb flew a serious rescue ship in from Kerbin.

 

Basically, my advice is to play fast and minimalistic with the planning, overdo the engineering, but have lots of simultaneous missions and ramshackle infrastructure, and then apply some creative engineering spirit when things inevitably go wrong.  Just because your mun lander falls over on flat ground doesn't mean you shouldn't send the other 5 copies of it, because an engineer can remount the landing gear on the nose for liftoff if he needs to, or bounce the ship off a flag.  And you've already spent the time building them and proven you can jury rig them to get home, so you may as well use them right?

Link to comment
Share on other sites

13 hours ago, Gargamel said:

Please... elaborate....

1) Plant flag next to rocket

2) Board and use roll gyros to move towards flag.

3) Impact flagpole with the angled edge of the capsule and gun the engine when the nose deflects sufficiently upwards.

If you have a probe core or pilot on board trying to hold radial, you can also substitute a passenger's helmet for the flag.  This is a literally more Kerbal solution, and thus preferred if available.
 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...